void setplayermodel(entity e, string modelname)
{
precache_model(modelname);
- setmodel(e, modelname);
+ _setmodel(e, modelname);
player_setupanimsformodel();
UpdatePlayerSounds();
}
self.weapons = '0 0 0';
self.model = "";
FixPlayermodel();
- setmodel(self, "null");
+ setmodel(self, MDL_Null);
self.drawonlytoclient = self;
setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
{
if(teamplay)
{
- string s;
- s = Static_Team_ColorName_Lower(self.team);
- if(s != "neutral")
+ string s = Static_Team_ColorName_Lower(self.team);
+ if (s != "neutral")
{
defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
// reset fields the weapons may use
for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- WEP_ACTION(j, WR_RESETPLAYER);
+ Weapon w = get_weaponinfo(j);
+ w.wr_resetplayer(w);
// all weapons must be fully loaded when we spawn
entity e = get_weaponinfo(j);
else
{
if(self.cnt <= 10)
- setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
+ setmodel(self, MDL_NUM(self.cnt));
if(IS_REAL_CLIENT(self.owner))
{
if(self.cnt <= 10)
}
if ( self.model != self.mdl )
- setmodel(self, self.mdl);
+ _setmodel(self, self.mdl);
}
self.chatbubbleentity.exteriormodeltoclient = self;
self.chatbubbleentity.think = ChatBubbleThink;
self.chatbubbleentity.nextthink = time;
- setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
+ setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
//setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
setattachment(self.chatbubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth
if(IS_REAL_CLIENT(self))
if(floor(finished - time - frametime) != floor(finished - time))
if(finished - time < 6)
- sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
}
void player_powerups (void)
{
if (self.items & ITEM_Strength.m_itemid)
{
- play_countdown(self.strength_finished, "misc/poweroff.wav");
+ play_countdown(self.strength_finished, SND(POWEROFF));
self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
if (time > self.strength_finished)
{
}
if (self.items & ITEM_Shield.m_itemid)
{
- play_countdown(self.invincible_finished, "misc/poweroff.wav");
+ play_countdown(self.invincible_finished, SND(POWEROFF));
self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
if (time > self.invincible_finished)
{
}
else
{
- play_countdown(self.superweapons_finished, "misc/poweroff.wav");
+ play_countdown(self.superweapons_finished, SND(POWEROFF));
if (time > self.superweapons_finished)
{
self.items = self.items - (self.items & IT_SUPERWEAPON);